Re­mas­ter­ing Spyro


Toys For Bob’s de­sign di­rec­tor, Toby Schadt on res­ur­rect­ing Spyro’s first three games

Why have you de­cided to fo­cus on the orig­i­nal Plays­ta­tion games?

Be­cause it’s the clas­sic tril­ogy that started it all! There are a va­ri­ety of rea­sons as to why now is the right time to re­mas­ter the first three Spyro games, but the most im­por­tant is the fans. The love and ap­pre­ci­a­tion for Spyro hasn’t gone away, and we wanted to create a love let­ter back to the fans with this re­mas­ter that un­leashed the dragon in a sig­nif­i­cant way.

What tech­ni­cal chal­lenges have you faced?

The team didn’t have any of the code from the orig­i­nal games, which of course pre­sented a chal­lenge. To get around this, we built a tool dubbed to ‘Spyro-scope’ that helped the team to map the orig­i­nal games to al­low us re­build the re­mas­ter from the ground up. This means that each level in Spyro Reignited Tril­ogy is mapped faith­fully from the orig­i­nals. The char­ac­ters are cre­atively reimag­ined with ad­di­tional flair al­low­ing fans to rekin­dle the fire with Spyro and his crew like never be­fore.

Is there any­thing you’ve had to up­date from a game­play me­chan­ics point of view?

them Be­cause we wanted to create a love let­ter back to the fans that re­minds on a why they fell in love with gam­ing in the first place, we fo­cused our ef­forts few key ar­eas of the tril­ogy. First, the con­trols: fans will ex­pe­ri­ence the iconic plat­former with smooth con­trols and mod­ern flour­ishes that will en­hance as the ex­plo­ration, col­lec­tion and dis­cov­ery. Core el­e­ments as fun­da­men­tal con­trollers have changed so much since the Plays­ta­tion days, so we wanted to hon­our the orig­i­nal ex­pe­ri­ences while mak­ing the game­play feel nat­u­ral in to­day’s gam­ing land­scape. Then graph­ics, which we wanted to re­cap­ture the stun­ning, lush, and fiery en­vi­ron­ments. And lastly the ex­pe­ri­ence: the Reignited Tril­ogy cap­tures that same ad­ven­ture and won­der of the orig­i­nal three games and goes be­yond what fans re­mem­ber with re­mas­tered en­vi­ron­ments, char­ac­ters and mu­si­cal score!

What’s it like work­ing with the voice ac­tors?

may Fan­tas­tic! It’s been great to work with them, and fans of the Spyro games in recog­nise some fa­mil­iar voices such as Tom Kenny, the orig­i­nal voice ac­tor of Spyro 2: Ripto’s Rage and Spyro: Year of the Dragon. He’s back as the voice Spyro in the Spyro Reignited Tril­ogy.

Our read­ers crave phys­i­cal re­leases. Why are the sec­ond two games in the tril­ogy dig­i­tal-only?

The de­vel­op­ment team has put in­cred­i­ble care and ef­fort into the game to make sure it not only lives up to fans’ ex­pec­ta­tions but also to their own in­cred­i­bly high stan­dards. Each of the games in Spyro Reignited Tril­ogy has dozens of ex­pan­sive lev­els. A day one patch is needed for those who have all pur­chased the tril­ogy via the phys­i­cal disc. From a de­vel­op­ment stand­point, 100-plus lev­els and 400-plus char­ac­ters in Spyro Reignited Tril­ogy were hand­crafted and built from the ground up.

Does work­ing on other peo­ple’s games feel re­stric­tive in what you can and can­not change?

were When Toys For Bob set out to make an awe­some game col­lec­tion, there

The cer­tain de­sign de­ci­sions that needed to be made through­out the process. team re­mained com­mit­ted to keep­ing the in­tegrity and legacy of Spyro that fans re­mem­bered in­tact. Toys For Bob’s goal was to en­sure that the Spyro in Spyro Reignited Tril­ogy re­mained faith­ful to the Spyro that fans re­mem­ber when they first fell in love with the fran­chise. The stu­dio lev­er­aged in-house Spyro afi­ciona­dos to en­sure key de­tails from the orig­i­nal games were faith­fully im­ple­mented into Spyro Reignited Tril­ogy.

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